This card's Level is
increased by the total Levels of all "Mecha Phantom
Beast Tokens" you control. While you control a
Token, this card cannot be destroyed by battle or
card effects. Each turn, the first "Mecha Phantom
Beast Token" you control that would be destroyed by
battle is not destroyed.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - May 2, 2013
Ever heard of a booster called Lord of the
Tachyon Galaxy? Well here's a taste, Mecha Phantom
Beast Turtletracer, has one hell of a long name, and
supports a new Archtype in Phantom Beasts. How
playable is this Deck? We're going to have to wait
and see! As for this card, it's a Level 3, Wind
attributed Machine, with 500 attack but a nice,
solid 2000 defense. This card has its Level
increased by one for each Mecha Phantom Beast Token
you control. Furthermore, while you control a Token,
this card can't be destroyed by Battle or Card
Effects. Talk about support not just for itself but
a Deck. He's even sorta spalshable. Also, each turn,
the first Mecha Phantom Beast Token you control
would not be destroyed by Battle. You play two of
these in this Deck, easily.
The last card that we will be reviewing this week
is from a new archetype called Mecha Phantom Beasts.
Mecha Phantom Beast Turtletracer does everything you
want for this deck type. In short, what these
Machine type airplanes do is to summon Mecha Phantom
Beast Tokens (Machine, Level 3, Wind, 0 ATK/0 DEF),
and then use them to increase your Mecha Monster’s
levels, protect them from destruction (effects and
battle), and to use them for your monster’s effects.
By protecting themselves from destruction, the Mecha
Phantom Beasts can stay on the field long enough to
get several of them out to Xyz summon powerful
Mecha Phantom Beast Turtletracer only needs one
token on the field to have a great chance of
survival. Its 2000 defense will also help it
survive. Mecha Beasts have many different ways to
summon Tokens with every monster having a Token
summoning effect, and with several token generating
Spell and Trap cards. Probably the best combo with
Turtletracer is Aerial Recharge as it can generate a
token every turn.
Once you get two Mecha Phantom Beasts and a Token on
the field, you are in business. Two level 3 monsters
will net you a rank 6 Xyz monster with one Token
out, while two level 4 monsters give you a rank 7
monster. With two Tokens on the field, you will be
able to make a rank 9 or 10 monster respectively.
Even with no Tokens, you can make rank 3 or 4
monsters. That gives you rank 3,4,6,7,9, and 10 Xyz
monsters that you can make. Wait! There’s more!
Mecha Phantom Beasts come with their own Tuner
monsters, so not only can they make powerful Xyz
monsters, but they can also make powerful Synchro
Only time will tell on how good the Mecha Phantom
Beasts will be in the current Meta. If you run them,
then Turtletracer will probably in it. The Mecha
Beasts are Machines, so they have some pretty nice
support. Limiter Removal and Sonic Boom can double
your monster’s attacks, and if you add in some Cyber
Dragons you can make the Chimeratech monsters. The
Tokens can be quite useful as well. You can use them
with Enemy Controller or a Monarch or two. The big
question that I have, is can Mecha Beasts stand the
onslaught, speed, and hand advantage that the top
tier decks can amass? Personally, I do not think so.
Welcome to the last card of this week, which
isn't a card from Hidden Arsenal 7! Rather, we are
looking at the upcoming promo from the next set,
Lord of Tachyon Galaxy. For the first time in
awhile, we aren't receiving a Noble Knight as a
promo, but rather a monster from a new archetype in
this set. Lets take a look at Mecha Phantom Beast
Mecha Phantom Beast Turtleracer
Level 3/ WIND/ Machine
This card's Level is increased by the total Levels
of all "Mecha Phantom Beast Tokens" you control.
While you control a Token, this card cannot be
destroyed by battle or card effects. Each turn, the
first "Mecha Phantom Beast Token" you control that
would be destroyed by battle is not destroyed.
For those that don't know, the entire Mecha Phantom
Beast archetype is about summoning tokens and using
these tokens as protection (fun fact, look up the
old archetype Phantom Beast; yes those support
cards technically work with these. Kinda weird
actually). Many of these monsters produce tokens
upon summoning, unlike our turtle friend here.
However, Turtle does offer us some interesting
First of all, Turtle is one of the few Phantom Beast
that protects your tokens from being destroyed,
which is crucial for protecting Turtle. As a result,
having a token and Turtle out is a strong lock; at
least once per turn. Luckily, the archetype has many
ways of producing multiple tokens.
You could also try something out with Machine
Duplication. Thanks to the first ability of turtle,
if you control a token; turtle's level becomes level
6. Once you machine dup; you will have 3 level 6
monsters that you can use for an easy Strike Bounzer
or any other rank 6. If you have another token, you
can summon Heart Hearth Dragon with 3 level 9
monsters, which is quite scary to try and overcome!
A very useful Mecha Phantom Beast; however I don't
like he doesn't produce a token on its own; unlike
many of the other Mecha Phantom Beast. The
protection effect and being machine dupable make him
a great asset for the deck though!
I don't see them being very useful here
Since we don't have a clear picture yet, I won't
discriminate against the card. Once we get a better
picture I will give an opinion.
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